Blood Dragon – Vampire Count Tank

“Our bloodline exists to fulfill the call of Abhorash – to fight and hone our military skills. He achieved greatness by slaying a mighty dragon and drinking of its blood, and through this he thirsted for the blood of man no more. We shall not seek land. We shall not seek titles. We shall not seek plunder. We live only to be the best warriors. Go forth my sons and prove your valor as powerful knights. Harry not the weak for they are no challenge, only take life from those whose life is difficult to take.” Oath of the Blood Dragons of Blood Keep, Walach Harkon

Blood Dragon

Archtype – Tank

Armor – Heavy

Weapon – Sword and Shield; Greatsword

Mechanic – Beasts of Blood

You call upon a powerful steed and ride it into combat bolstering your performance and allowing you to use mounted abilities. While mounted you have an 5% increased chance to critically hit with melee attacks and gain a Calling which affects both your pets and your survivability. Certain abilities require steeds and/or a Calling. The wounds, toughness, and initiative of your steed are one half of your stats. If you are dismounted (your pet is killed or an ability dismounts you) then your Calling persists until you summon a different mount granting you a different Calling or your buff expires. Beasts of Blood increase your movement speed by 5%.

Mastery Trees

Execution – A focus on great weapons and going on the offensive on foot

Preservation – A focus on defensive combat and rallying your allies

Cruciation – A focus on mounted combat, weakening your opponents, and giving your allies the power to finish your opponents off

R1. Jagged Dagger <Core Ability> A ranged attack that deals 21 damage to your enemy, and can severely wound them for 101 damage if hit from behind. 20AP, 1s Cast, No CD

R1. Aggravating Strike <Preservation> A powerful attack that deals ‘x’ damage and causes monsters to hate you more than normal. 30AP, Instant Cast, No CD

R2. Executioner’s Blow <Execution> You land a well aimed blow on your opponent dealing ‘x’ damage and ignoring 25% of their armor. 35AP, Instant Cast, No CD

R4. Hopeless Exhaustion <Execution> You land a tiring blow on your opponent making them gasp for breath. You deal ‘x’ damage and reduce their movement speed by 40% for 10 seconds. 25AP, Instant Cast, 5s CD

R7. Hapless Mortal <Taunt> You enrage your enemies, interrupting any currently building abilities and forcing monsters to attack you. While taunted, your opponent will take 30% more damage from your attacks. This effect will fade after 15 seconds or after your opponent has hit you 3 times. 20AP, Instant Cast, 15s CD

R9. On Your Back <Preservation> You slam your shield into your opponent with terrible force. They take ‘x’ damage and are knocked down for 4 seconds. Requires Shield. 35AP, Instant Cast, 20s CD

R10. Guard <Core Ability> You defend one of your group mates and try to take attacks meant for them. As long as you are within 30 feet of them, any damage that they suffer will be split evenly between the two of you, and 35% of all the hate they cause will be redirected to you. No Cost, Instant Cast, No CD

R10. Hold The Line <Core Ability> Requires Shield. You focus your defenses against enemy fire, increasing your chance to dodge and disrupt by 45% for 12 seconds. You will also defend all allies behind you, up to 50 feet away, increasing their chances to dodge and disrupt by 15% as long as they remain at your back. Allies may have this effect stacked on them up to 3 times. This effect will end if you break your concentration or run out of action points. 20AP/sec, 12s Cast, No CD

R10. Death Colt <Execution> You summon a pale steed whose life was cut short at its youth. Summoning a Death Colt grants you the Call of Death which increases both yours and your pet’s initiative by ‘x’ for 15 minutes. Your Calling will persist if your Beast of Blood is killed until you summon a different Beast of Blood or the timer expires. Your Death Colt has the ability ‘Death Drive’ which increases your Beast of Blood’s speed to 50% for 10 seconds; this ability has a 30 second cool down. 40AP, 2s Cast, 30s CD

R10. Night Mare <Preservation> You summon a dark steed hardened by years of abuse. Summoning a Night Mare grants you the Call of Night which increases both yours and your pet’s armor by ‘x’ for 15 minutes. Your Calling will persist if your Beast of Blood is killed until you summon a different Beast of Blood or the timer expires. Your Night Mare has the ability ‘Shock of Night’ which knocks your opponent back a long distance; this ability has a 30 second cool down. 40AP, 2s Cast, 30s CD

R10. Blood Steed <Cruciation> You summon a crimson steed with an appetite for blood. Summoning a Blood Steed grants you the Call of Blood which increases your toughness by ‘x’ for 15 minutes and increases your pet’s strength by half your strength for 15 minutes and allows them to auto attack your enemy. Your Calling will persist if your Beast of Blood is killed until you summon a different Beast of Blood or the timer expires. Your Blood Steed will gain the ability ‘Throat Bite’ which silences your opponent for 4 seconds; this ability has a 30 second cool down. 40AP, 2s Cast, 30s CD

R11. Feast of the Innocents <Racial Tactic> Upon killing an opponent you regain 5% of your total Health

R12. Shield Wall <Archtype Morale 2> For the next 10 seconds, your chance to block is almost guaranteed.

R12. Cut Down <Execution> You arm yourself with a heavy lance and charge at your enemy dealing ‘x’ damage and knocking them down for 4 seconds. There is a 50% chance you will be dismounted after this ability hits. Requires Death Colt and ‘Death Drive’ ability. Requires Great Weapon. 35AP, Instant Cast, 30s CD

R13. Focused Offense <Archtype Tactic> You deal 15% more damage and all enemy monsters will hate you 15% less than normal, but your armor is reduced by 33%.

R20. Raze <Archtype Morale 2> Repeatedly attack all enemies in a line in front of you, inflicting 300 damage every second for 3 seconds, up to 65 feet away.

R20. Death Awaits You <Challenge> You challenge all opponents in front of you, forcing monsters to attack you. While challenged, your opponents will deal 30% less damage to everyone other than you. This effect will fade after 15 seconds or after your opponent has hit you 3 times. 30AP, Instant Cast, 30s CD

R30. Fright of Night <Core Ability> You blind your opponents with the purest light, rooting up to four enemies in place for 10 seconds. There is a 50% chance of the root breaking with every hit. 30AP, Instant Cast, 60s CD

R31. Razor Edge <Tactic> Sharpened Shield’s duration is increased to 20 seconds and the damage dealt back is increased by ‘x’.

R39. Necessary Sacrifice <Tactic> If your Beast of Blood dies, you deal 50% more damage and receive 50% more healing for 8 seconds.

R40. Immaculate Defense <Archtype Morale 4>An impressive display of defense which reduces incoming damage by 75% for both you and all group members within 100 feet of you for 10 seconds.

R40. Twisting Blade <Cruciation> You stab down at your enemy’s shoulder and twist the blade as you pull it out dealing ‘x’ damage and reducing their initiative and toughness by ‘x’ for 10 seconds. Requires Blood Steed. 40AP, Instant Cast, 10s CD

R9. Longing for Death – You heed your victim’s pleas and attempt to end their life. You deal ‘x’ damage every second for 3 seconds to your target. This ability will end if you run out of Action Points or break your concentration. 20AP/s, 3s Cast, 8s CD

R11. Son of Death <Tactic> Your chance to critically hit is increased by 10% while using a great weapon.

R9. Drink and Grow Strong! – You command your allies to drink of your blood, for the next 10 seconds all allies within 30 feet receive 50% more healing from incoming healing spells. This ability will not effect you. 50AP, Instant Cast, 60s CD

R11. Son of Night <Tactic> Your chance to block is increased by 10% while using a shield.

R13. Shield of Night – You channel the darkness of night and for the next 10 seconds your chance to block and parry is increased by 50%. This ability will end if you run out of Action Points or break your concentration. Requires Call of Night. Requires Shield. 10AP/s, 10s Cast, 30s CD

R15. Realm of Night <Morale 4> All group mates within 100 feet have their armor increased by 1200 for 10 seconds

R11. Son of Blood <Tactic> For every 15% HP you lose, you deal 10% more damage

R13. Sword of Abhorash – You call upon the father of the Blood Dragons and smash your weapon into your enemy dealing ‘x’ damage and reducing their armor by ‘x’ for 15 seconds. Requires Call of Blood. 40AP, Instant Cast, 5s CD